Devblog 6: Moving Forward

Hey guys, Zak here. As you know, we're quickly approaching the closed beta. Before i get into detail on that, let me explain some stuff. So, I've finally cleaned up the mission and battle system. For now. The game is quite linear, and enemies don't respawn yet (except for after bracelet bandit). Some other stuff i've been working on is voice lines. Now, when you talk to an NPC, they'll say one of their lines from the og. they'll also say their farewell messages. Another thing, enemies now have reasonable health, instead of being killed in 1 or 2 hits. And, they now disappear after being killed. This prevents an exploit I found early on in which the player could keep battling the same enemy to speedrun through a mission. What i'll be working on next is: Orchid Bay and City Point, New enemies to replace the redundant fusion spawns, and implementing the missions by our great writers.
That's right, new enemies. This will include the Turbo Jetskills and Squish Scalers from the original game for now, but could expand in the future. I've cleaned up the squish scaler art a bit so it can be used for battle art, take a look:
It's a bit rough, but it'll do for now. So, once we've got that done, there's a few little things we also have to do in order to start testing. Closer to the time, we'll be giving out keys to many people. We haven't ironed out how this process will work yet, but I already have some people in mind who'll get keys ;)
Next up, as you can see, the rest of the devblogs will be on here. this is mainly because of the limits of discord, but also to make devblogs accessible through our new website.
That's right. We plan to launch the website soon, so stay tuned for that.
Thanks to migsterfixer for making the website. We won't show anything just yet, but soon, you should be able to visit the website yourself.

Well, that's it for now, but expect another devblog soon!

Comments

Popular Posts